Re: HELP! How to do base model for proper skinning?


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Posted by Jude on February 15, 1998 at 10:29:27:

In Reply to: HELP! How to do base model for proper skinning? posted by EPD on February 15, 1998 at 03:06:47:

: Ok here goes, this is for quake2, never did Quake1

: I have a Robot(segmented char). I want to be able to skin it properly so i seperate it into pieces(base) and rotate it a little to show both front/side and arrange them. I then attach all of it together so that texmake will come out properly. Bring it(base) into texmake and get my lbm. Now for the frame model its just my robot standing up, segmented, not attached, not binded, local axises not moved. I bring my frame, base and lbm to qdata and compile. I view it and its all fucked up! What gives??

: I just want to skin it properly. The situation is like this. Pretend your going to skin a box. You bring it into a quake modeler and it generates you a outline skin.pcx Problem is that you can only properly skin the front and back while the sides will just be straight lines.

: Somebody help! I spent the whole day trying to fix this! If the author of waste or anybody that has made a Q2 model, please help!

Here's a tip I got on the same subject:
Hey, its quite easy, though not exactly how you would expect with the
format... I'm going to assume you have created mapping co-ordinates in the
front/back style of Q1, anyway load up Phil Martin's Q2 Modeller and go to
skins editor.. once there it is very easy to rotate/scale the faces to get
the skin you are wanting... its that easy.. get q2modeller on the download
pages of my Q2PMP site.. I cant remember the developer's url off hand...

Thanks to Nebu of the Quake Player Model Pack for that.
Now I just have to get this mapping coordinates thing sorted out...



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